Shared Studio Audio Library
Shared Studio Audio Library
Section titled “Shared Studio Audio Library”The studio’s music library is shared across games for now. The source of truth lives at the monorepo root in assets/audio/, not inside an individual game. Each game selects the tracks it needs and imports only those assets into its own build.
Proposed repository layout
Section titled “Proposed repository layout”assets/audio/├── music/│ ├── ambient/│ ├── exploration/│ ├── cozy/│ ├── cinematic/│ └── themes/├── sfx/├── ambience/├── source/└── manifest.json
tools/audio/├── README.md├── reaper/├── scripts/├── manifests/└── checklists/Ownership rules
Section titled “Ownership rules”- Keep one approved master for each shared track. Avoid game-specific duplicate masters.
- Game-specific playlists, transitions, mixing and playback settings belong to each game.
- Keep game-specific sounds such as Aurora’s train mechanisms with Aurora unless genuinely reusable.
- Keep REAPER projects and original recordings in the source/working area, separate from runtime assets.
- Track asset ID, path, category, loop behavior, source project, status and licensing notes in the manifest.
- A shared library is not automatically a license grant: document third-party terms before shipping.
Unity use
Section titled “Unity use”Treat the shared library as the source of truth. Each Unity game should import or copy only the tracks it actually uses, so builds do not include the entire studio catalogue unnecessarily.